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Defense  Technical  Information  Center 
Compilation  Part  Notice 

ADPO 10795 

TITLE:  Educational  Conditions  Successful  Training 
with  Virtual  Reality  Technologies 

DISTRIBUTION:  Approved  for  public  release,  distribution  unlimited 


This  paper  is  part  of  the  following  report: 

TITLE:  What  is  Essential  for  Virtual  Reality 
Systems  to  Meet  Human  Performance  Goals?  [les 
Caracteristiques  essentielles  des  systemes  VR 
pour  atteindre  les  objectifs  militaires  en 
matiere  de  performances  humaines] 

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ADPO  10779  thru  ADPO  10796 


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19-1 


Educational  Conditions  for  Successful  Training 
with  Virtual  Reality  Technologies 

Dr.  Alexander  von  Baeyer  & Dr.  Hartmut  Sommer 

1ABG1 

EinsteinstraBe  20 
85521  Ottobrunn 
Germany 


Summary 

The  paper  focuses  on  those  pedagogical  conditions, 
which  should  be  met,  in  order  to  assure  successful 
training  using  virtual  reality  (VR)  technologies. 
Therefore,  neither  new  technical  inventions  nor  large 
scale  technical  experiments  are  the  issue  of  this  paper. 
Instead  a systematic  catalogue  of  pedagogical  questions 
will  be  proposed,  which  should  be  answered,  before 
virtual  reality  is  planned  for  training  purposes. 

The  pedagogical  catalogue  is  derived  from  the  basics  of 
educational  psychology  and  media  didactics.  It 
comprises 

• a taxonomy  of  learning  objects,  which  are  most 
suitable  for  virtual  reality 

• an  analysis  of  training  strategies  and  methods,  as  to 
how  well  they  are  suited  for  training  in  an  almost 
entirely  synthetic  environment 

• an  analysis  of  the  transfer  of  training,  when  virtual 
reality  is  the  major  training  medium 

• and  finally  rules  and  basic  cost  data,  which  may  help 
to  conduct  cost  effectiveness  analyses. 

Introduction 

In  this  paper  I will  try  to  give  a short  and  comprehensive 
overview  on  the  basics  of  educational  theory,  which 
should  be  applied  to  training  with  VR  technologies.  I 
will  do  this  in  five  statements.  Each  statement  or  thesis  is 
accompanied  by  explanations.  I start  with  a new  look  on 
a well  known  definition. 

Probably  everyone  in  this  conference  knows,  what  VR 
is.  Nevertheless,  I will  give  my  own  add-on  to  a 
commonly  used  definition  and  comment  this  definition.  I 
do  this,  because  I want  to  define  important  educational 
issues. 

The  common  definition  reads  as  follows: 

VR  is  “a  multi -dimensional  human  experience  which  is 
totally  or  partially  computer  generated  and  can  be 
accepted  by  those  experiencing  the  environment  as 
consistent”  (NATO  DRG  Panel  8 on  Human  Sciences, 
RSG  16). 

My  add-on  is: 

VR  is  a capability  beyond  life,  virtual  and  constructive 
simulation  and  of  course  much  beyond  Computer  Based 
Training  systems,  however  it  can  be  coupled  with  CBT. 
VR  can  be  created,  in  order  to  convey  training  objectives 
and  support  training  strategies. 


Basic  Statements 

L Statement 

If  training  is  the  aim  of  VR,  VR  training  programmes 
must  comply  with  the  basics  of  social  and  educational 
psychology . 

These  basics  do  not  differ  from  what  should  generally  be 
valid  about  training  with  constructive  and  virtual 
simulation.  VR  is  an  other  example  that  there  should  be 
such  things  as  simulation  didactics.  VR,  however, 
increases  the  pedagogical  requirements  to  be  considered. 
These  requirements  concern  mainly 

• the  distribution  of  learning  material  in  a multi- 
sensory  (multi-channel)  experience  (e.g.  seeing, 
hearing,  feeling  of  one’s  own  body,  feeling  of 
material  properties,  stress,  decision  making) 

• the  real  experienced  presence  of  an  instructor  and  of 
other  students  during  the  learning  and  exercising 
process  (social  learning) 

• the  merging  into  VR  and  leaving  the  virtual 
environment  (e.g.  different  feeling  of  own  security). 

Related  to  these  three  general  problems  are  the  following 
practical  questions,  which  will  partially  be  answered  in 
this  paper: 

• Are  VR  technologies  justified  by  relevant  training 
objectives' ? 

• Do  VR  training  programmes  enhance  the  quality  of 
instruction  and  bring  about  better  training  strategies ? 

• Can  the  typical  military  crew  and  leadership 
behaviour  be  preserved  in  VR,  where  this  is 
necessary  for  training? 

• Are  the  offerings  of  VR  accepted  by  experts  of 
training  and  operation  as  an  environment  that 
facilitates  learning? 

• Will  there  be  a chance  to  construct  a consistent 
training  scenario  with  new  synthetic  elements  of  the 
human  environment? 

These  are  the  educational  questions,  which  the  VR 
community  is  invited  to  discuss  further. 

2.  Statement 

If  we  take  the  classical  taxonomy  of  learning  objectives, 
VR  can  be  a relevant  medium  in  complex  psycho-motor 
training,  only  for  certain  cognitive  tasks,  may  be  to 
indoctrinate  in  the  emotional  and  affective  domain  and 
(as  a still  controversial  matter)  in  a real  social  context . 

In  principal  VR  is  useful  for  the  following  four  types  of 
non-trivial  application: 


1 For  contact  with  authors:  baever@iabg.de  and  h sommer@i abg.de,  respectively;  tel.  +49  (0)89  6088  21 27,  fax  +49  (0)89  6088  361 2 


Paper  presented  at  the  RTO  HFM  Workshop  on  ((What  Is  Essential  for  Virtual  Reality  Systems  to  Meet  Military 
Human  Performance  Goals?  ”,  held  in  The  Hague , The  Netherlands , 13-15  April  2000 , and  published  in  RTO  MP-058. 


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• Perceptual-motor  learning,  where  real  images  are 
mixed  with  virtual  components,  e.g.  the  real  hand 
manipulating  computer  generated  interfaces  (this  is 
also  called  Augmented  Reality), 

• Perceptual  cognitive  training,  when  it  becomes 
necessary  to  build  a “mental  map”  on  the  basis  of 
experience  from  various  sense  channels,  not  only 
based  on  the  visual  system,  e.g.  complex  assembly 
tasks  involving  orientation  in  space,  finding  objects 
and  moving  them  from  one  place  to  an  other, 
discriminating  different  objects 

• In  general  for  team  training  in  large  scale  exercises 
like  C2  training,  large  staff  exercises,  disaster  control, 
but  only  as  far  as  co-ordination  skills  and  procedures 
are  concerned 

• And  finally  the  exploration  of  unknown 

environments,  provided  that  the  data  are  up  to  date. 

Examples  for  these  types  of  application  are 

• Mission  rehearsal,  where  all  merits  of  VR  are 
combined 

• Reconnaissance,  where  VR  however  must  have  an 
added  value  to  conventional  simulation  and  training. 

The  total  immersion  into  a synthetic  environment  leads 
to  the  exclusion  of  non-intended  and  disturbing 
information.  This  fact  can  be  used  or  better:  misused  for 
indoctrination  purposes.  Sales  promotions,  radical 
behaviour  changes,  rapid  conveying  of  emotional 
stimulus  response  patterns  can  be  the  objectives  of  such 
techniques.  This  again  leads  to  the  question,  if  and  how 
much  VR  inhibits  the  ability  of  critical  distance  to  the 
learning  of  those  tasks,  which  require  a critical  attitude, 
e.g.  all  tasks  comprising  decision  making  between  not 
fully  transparent  alternatives. 

The  impact  of  total  immersive  VR  technology  on  the 
emotional  behaviour  is  therefore  a challenging  new 
research  question. 

Social  learning  is  however  not  yet  sufficiently 
researched  in  fully  immersive  VR.  The  main  problem 
lies  in  the  isolating  effect  of  VR.  This  means  that  it  is 
still  a not  yet  proven  hypothesis,  whether  the  acquisition 
of  interpersonal  skills,  even  and  especially  if  they  are 
interconnected  with  cognitive  or  procedural  tasks  can  be 
supported  by  those  VR  technologies,  which  isolate  the 
individual  from  direct  personal  contact  with  another 
individual  in  the  same  learning  group.  There  are, 
however,  semi-immersive  VR-technologies  like  the 
cave-  technique  or  the  virtual  workbenches,  where 
individuals  interact  with  each  other  “naturally”.  These 
techniques  cover  therefore  in  principle  the  all  classes  of 
learning  objectives. 

5.  Statement 

Training  Strategies  in  VR  do  not  differ  much  from  those 
in  virtual  simulation  and  in  CBT.  However,  they  require 
more  dedicated  analysis  and  development,  because  VR 
offers  more  perceptual  cues . 

In  comparison  to  constructive  and  virtual  simulation  VR 
has  some  distinctive  features,  which  make  it  particularly 


valuable  for  articulated  teaching  and  learning  strategies. 
These  features  are: 

• a broader  perceptual  spectrum 

• a higher  degree  of  differentiation  in  the  perceptions 
(e.g.  more  depth  cues) 

• a higher  degree  of  interactivity  with  the  virtual 
environment. 

These  three  properties  of  a deeper  immersion  into  the 
artificial  world  offer  the  possibility,  to  differentiate  and 
structure  learning  activities  in  a more  effective  way. 

The  advantages  of  learning  and  teaching  with  VR 
technologies  are: 

• more  learning  material  can  be  presented  to  the 
students 

• part  task  and  part  function  training  can  be  applied  to 
a broader  variety  of  learning  tasks 

• feedback  control  of  learning  success  can  become 
more  differentiated  and  apply  to  a broader  spectrum 
of  tasks 

• it  may  become  easier  to  compose  a set  of  part  tasks  to 
a real  world  like  whole  task  in  a almost  realistically 
perceived  learning  environment 

However,  VR  requires  a much  more  developed  art  of 
constructing  the  curricula  and  of  designing  the  learning 
programmes  and  the  learning  aids.  In  short:  VR  makes 
the  training  development  much  more  demanding  and 
requires  higher  developmental  qualifications. 

4.  Statement 

The  transfer  of  training  into  the  operational  situation 
has  to  be  carefully  analysed,  because  VR  represents 
nevertheless  only  a part  of  (,real  reality 
As  we  have  already  said,  the  social  dimension  of  reality 
is  still  hardly  present  in  learning  with  VR  technologies. 
Along  with  this,  decisive  other  aspects  of  the  learner  are 
still  drastically  altered.  These  are 

• the  perception  of  the  bodily  self,  which  may  be 
necessary  in  many  psycho-motor  learning  tasks 

• die  unnatural  feeling  of  wearing  a helmet  or  a glove, 
which  does  either  not  resemble  the  normally  worn 
helmets  and  gloves,  or  is  a totally  unrealistic  feeling 

• the  multi-sensory  perception  of  the  environment,  e.g. 
the  not  real  feeling  to  walk  a distance 

• the  apperception  of  the  partner  in  the  learning 
process,  whenever  this  may  be  required  for  the 
acquisition  of  team  building  skills 

• the  apperception  of  the  instructors,  whenever  this 
may  have  a motivational  effect  on  the  learning 
process  or  is  a part  of  team  building  skills  — 
remember  that  in  typical  military  tasks  training  and 
personal  example  and  leadership  can  not  be 
separated. 

All  this  means  that  skill  acquisition  by  means  of  VR 
technologies  puts  the  learner  in  sometimes  extremely 
artificial  surroundings,  encapsulates  his  consciousness 
and  lets  him  leave  this  virtual  world  with  a repository  of 
artificial  behaviours.  The  first  thing  after  leaving  the 
artificial  world  of  VR  is  to  re-leam  those  behaviours, 
which  do  not  fully  comply  with  the  operational 


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environment,  to  de-condition  the  learner  away  from  the 
partially  reduced  and  partially  enriched  experience 
towards  a normal  interaction  with  the  operational 
environment.  This  again  means,  that  although  VR  is  an 
expensive  training  and  an  often  time  valuable  medium, 
the  transfer  of  training  cannot  be  taken  for  granted  and 
must  be  ascertained  with  much  effort.  If  the  curricular 
and  didactic  analysis  has  identified  those  tasks  and  skills 
that  cannot  be  trained  with  VR,  the  transfer  of  training  of 
the  remaining  VR-prone  tasks  can  be  evaluated  without 
too  big  problems. 

5.  Statement 

Cost  and  effectiveness  of  training  with  VR  must  he 
compared  with  training  using  virtual  simulation . 
Whenever  virtual  simulation  is  feasible , VR  shoidd  he 
analysed,  whether  it  can  produce  better  or  cheaper 
solutions  than  virtual  simulation. 

On  the  effectiveness  side  of  the  comparison  cost 
effectiveness  analyses  should  consider  the  following 
issues: 

• The  enhanced  representation  of  new  and  extended 
sensorial  perceptions  may  increase  the  effectiveness. 

• The  possibility  of  mission  rehearsal  and  procedural 
training  in  extreme  situations,  where  total  immersion 
is  the  only  realistic  experience,  may  also  increase  the 
effectiveness  (good  example  may  be  the  training  for 
operations  and  maintenance  in  space  or  deep  water). 

• The  reduced  personal  and  interpersonal  experience  is 
definitely  a factor,  which  decreases  the  effectiveness 
of  VR  in  training. 


On  the  cost  side  of  the  comparison  the  following  issues 
should  be  considered: 

• The  HMD  technology  is  a cost  decreasing  factor. 

• The  software  development  is  a drastically  increasing 
factor. 

• Re-training  and  special  transfer  of  training  analyses 
can  become  cost  increasing  factors. 

Therefore,  considering  VR  for  training  should  always 
start  with  cost  effectiveness  analyses  based  upon 
thoroughly  conducted  training  analyses.  However,  the 
cost  savings  can  reach  several  orders  of  magnitude,  if 
training  using  VR  is  correctly  designed.  Examples  are 
cargo  handling  skills  or  air  drop  skills,  where  the  real 
aeroplane  would  be  too  expensive  and  virtual  simulation 
is  not  giving  the  necessary  depth  cues. 

Conclusion 

To  conclude  this  survey:  What  are  the  conditions  of 
success  of  VR  in  training? 

1 . For  the  time  being  a limitation  to  tasks,  which  do  not 
imply  any  personal  proximity  of  other  persons. 

2.  For  the  future  more  critical  research  into  the 
interpersonal  and  social  impact  of  VR  and  how  far 
social  interactions  can  be  simulated  in  an  total 
immersive  environment. 

3.  Always  limitation  to  empirically  researched  and 
proven  simulation  cues. 

4.  Always  embedded  in  a well  controlled  transfer  of 
training  evaluation. 

5.  Always  planned  on  the  basis  of  cost  effectiveness 
analyses. 


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